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Posted

Given your cycle time, this would be a MR game, rather than a LG.

I’m a bit concerned about the assassination. I’d say a better way to handle that would to have 12 or 24-hour cutoffs where the elims get team can send in their kill. So for example, the elims send in a kill on me at hour 6, and then at hour 12 I am removed from the game. If instead the kill was sent at hour 13, I’d be removed at hour 24. That removes the burden on you to be constantly checking PMs (especially in a game with totally open PMs) and will help avoid things like players not realizing they are dead and posting.

If you really wanted to run the game with the rules as written above it would probably need to be run as a Break Tank game.

On a related note, I’m not sure the elims really gain much from sending in an early kill, since it just lets the village have more info to factor in when deciding on who to vote for.

Many potentially OP roles can be balanced by giving them limited charges. But honestly the KR doesn’t seem that overpowered, since it runs on a 1-cycle delay and can’t repeat a target. My main concern would be with the mechanics; is KR protection announced, and if not, what happens to “invalid” votes?

Somewhat related, is the Sand Master like a delayed “soothe”?

Posted
1 hour ago, Araris Valerian said:

Given your cycle time, this would be a MR game, rather than a LG.

Yeah

I’ll probably get one of those first anyways

1 hour ago, Araris Valerian said:

I’m a bit concerned about the assassination. I’d say a better way to handle that would to have 12 or 24-hour cutoffs where the elims get team can send in their kill. So for example, the elims send in a kill on me at hour 6, and then at hour 12 I am removed from the game. If instead the kill was sent at hour 13, I’d be removed at hour 24. That removes the burden on you to be constantly checking PMs (especially in a game with totally open PMs) and will help avoid things like players not realizing they are dead and posting.

Aww… well you’ve got a point

I was trying to do something different but it would be hard

1 hour ago, Araris Valerian said:

My main concern would be with the mechanics; is KR protection announced, and if not, what happens to “invalid” votes?

It would be announced at the start of the cycle

1 hour ago, Araris Valerian said:

Somewhat related, is the Sand Master like a delayed “soothe”?

?

Not sure what you mean

The idea is that the next cycle the target cannot vote for the exe

Posted
3 hours ago, Hoid Slayer said:

The idea is that the next cycle the target cannot vote for the exe

Yeah, so what happens if they do? Does their vote just not count? Or do they get banned from the game for breaking the rules?

Posted
22 minutes ago, Araris Valerian said:

Yeah, so what happens if they do? Does their vote just not count? Or do they get banned from the game for breaking the rules?

I mean…

I’d assume they wouldn’t, as people here tend to follow the rules, but in the case it does happen, I’d just ignore the vote and give them a reminder in the thread

Posted
51 minutes ago, Hoid Slayer said:

I mean…

I’d assume they wouldn’t, as people here tend to follow the rules, but in the case it does happen, I’d just ignore the vote and give them a reminder in the thread

If that's the case, I'd suggest announcing the use of the role to the thread. I think there's a potential for unhealthy dynamics around claiming to be the target of a Sand Master otherwise.

Posted
9 hours ago, Araris Valerian said:

If that's the case, I'd suggest announcing the use of the role to the thread. I think there's a potential for unhealthy dynamics around claiming to be the target of a Sand Master otherwise.

Yeah, I was planning on doing that anyways but perhaps I should include it explicitly in the ruleset

What if, for the Assassination, it functions on a pattern different than the cycles. Like, if a cycle is 48 hours, the Assassination comes at the 24 hour mark.

But, to prevent the first half of the cycle just turning into a functional night turn as everyone waits for the Assassination, any votes cast by the Assassinated before the Assassination stay valid.

OR, perhaps, to make things really interesting what I could do is make it so votes cast in the two halves of the cycle add - so each person gets two votes, functionally (except for the Assassinated, of course, who gets one).

At that point maybe it’s worth it to turn this into a real LG, IDK. Thoughts?

Posted (edited)

Updated rules:

Spoiler

LG ##: The Battle for Everything 

 

At dawn on the last of the final ten days, worldhoppers from around the Cosmere gather in Urithiru. They have been summoned by Evinir Cragborn, an agent of Hoid, to compete for a mysterious boon. But time is running out for the Contest of Champions, and the coming storm will shake the entire Cosmere... forever. 

 

Welcome to LG XXX! This is my first time running an SE game, and I’m excited to share it with all of you!

Factions: 

There are two factions: 

Innocent Worldhoppers are the standard village faction, gathered to try their hand at receiving the cryptic reward. The entire faction wins upon eliminating all 17th Shard Operatives from the game. They do not share a doc, and do not know their allies. 

17th Shard Operatives are the standard elim faction, hired to infiltrate the gathering and capture Hoid. The entire faction wins upon reaching parity with the Innocent Worldhoppers. They share a doc, and know their allies. Additionally, each cycle starting on cycle 2, the 17th Shard Operatives can choose to target one player and Assassinate (NK but minus the Night) them. If multiple 17th Shard Operatives submit different Assassinations, the result will be randomized.

Timekeeping: 

The game takes place over a process of day turns, with no night turns. In world, each cycle is equal to one hour, and the entire game will take place over one morning – so for people who are into RP, the pace is fast.

The breakup of the timing is a little different from most games. Cycle 1 will consist of a single, 48 hour block.

From Cycle 2 onwards, each cycle will be 72 hours long, split into “Dawn” and “Dusk” turns. During the Dawn turn (48 hours) players will vote for an Execution. Votes should be written in RED while any attempts to unvote someone should be in GREEN. At the end of the 48 hours, all votes will be frozen. Additionally, at any point during the Dawn turn, the elim team will be able to submit the Assassination via PM.

The Dusk turn (24 hours) will begin with the Assassination. Players will have 24 hours to make new votes. At the end of the turn, the votes from the Dawn and Dusk turns will add, and the execution will be carried out. In the event of a tie, the victim will be chosen randomly. Exed players will have their role and alignment publicly revealed.

Visual representation:

image.thumb.png.347a85c808c29cc312da7f531f33d213.png

Roles:

Role distribution is unrelated to Alignment. I mean, maybe it's a little related, but that’s for me to decide 😋. There will be no Vanilla (roleless) players.

Mistborn:

On each Dusk turn (or Cycle 1), a Mistborn can choose to attack someone, and the next Dawn, they will be Wounded (yes, I stole that from Aman). A Wounded player requires 50% of players to vote for their healing before the next Dusk turn to survive. Otherwise, they die at the end of the Dawn.

Elantrian: 

Each Dusk turn, the Elantrian can shield one person against any roles taken against them. The shield lasts for both the Dawn and Dusk turnovers and does not apply to the Assassination. 

Knight Radiant:

Each Dusk turn, the Knight Radiant can target a person to save from the exe. That cycle’s exe will proceed as normal, but the next cycle, the target will not be able to be executed. The same player cannot be targeted more than once in the game. 

Forger:

Each Dawn turn, the Forger can target a person to swap roles with. At the start of the next Dusk, the Forger will have their targets’ role, and their target will become a Forger.

Awakener: 

Each cycle, the Awakener can target a person to block. Any roles that person takes that cycle will not go into effect. The block lasts for both the Dawn and Dusk turnovers and does not apply to the Assassination. 

Feruchemist: 

Each cycle, the Feruchemist can choose to either Store or take an action. If they choose to take an action, they may investigate another player to determine their target for that cycle. They can choose to target as many players per cycle equal to the amount of cycles they have spent Storing plus 1.

Sand Master:

Each Dawn turn, the Sand Master may target a player to stop them from voting the next Dusk turn. 

Other Rules: 

Unlimited PMs. Each PM may be between only two players, however, and must include both the GM (Me) and the IM. They must be titled as: “LG XXX: (sender) - (receiver)”. For example, if Bob sends a PM to Rob: “LG XXX: Bob – Rob".

Edit:

Since I'm only really talking to Araris here, should I maybe move this discussion to a PM with the Game Balance Committee?

 

Edited by Hoid Slayer
Posted
38 minutes ago, Hoid Slayer said:

Updated rules:

  Hide contents

LG ##: The Battle for Everything 

 

At dawn on the last of the final ten days, worldhoppers from around the Cosmere gather in Urithiru. They have been summoned by Evinir Cragborn, an agent of Hoid, to compete for a mysterious boon. But time is running out for the Contest of Champions, and the coming storm will shake the entire Cosmere... forever. 

 

Welcome to LG XXX! This is my first time running an SE game, and I’m excited to share it with all of you!

Factions: 

There are two factions: 

Innocent Worldhoppers are the standard village faction, gathered to try their hand at receiving the cryptic reward. The entire faction wins upon eliminating all 17th Shard Operatives from the game. They do not share a doc, and do not know their allies. 

17th Shard Operatives are the standard elim faction, hired to infiltrate the gathering and capture Hoid. The entire faction wins upon reaching parity with the Innocent Worldhoppers. They share a doc, and know their allies. Additionally, each cycle starting on cycle 2, the 17th Shard Operatives can choose to target one player and Assassinate (NK but minus the Night) them. If multiple 17th Shard Operatives submit different Assassinations, the result will be randomized.

Timekeeping: 

The game takes place over a process of day turns, with no night turns. In world, each cycle is equal to one hour, and the entire game will take place over one morning – so for people who are into RP, the pace is fast.

The breakup of the timing is a little different from most games. Cycle 1 will consist of a single, 48 hour block.

From Cycle 2 onwards, each cycle will be 72 hours long, split into “Dawn” and “Dusk” turns. During the Dawn turn (48 hours) players will vote for an Execution. Votes should be written in RED while any attempts to unvote someone should be in GREEN. At the end of the 48 hours, all votes will be frozen. Additionally, at any point during the Dawn turn, the elim team will be able to submit the Assassination via PM.

The Dusk turn (24 hours) will begin with the Assassination. Players will have 24 hours to make new votes. At the end of the turn, the votes from the Dawn and Dusk turns will add, and the execution will be carried out. In the event of a tie, the victim will be chosen randomly. Exed players will have their role and alignment publicly revealed.

Visual representation:

image.thumb.png.347a85c808c29cc312da7f531f33d213.png

Roles:

Role distribution is unrelated to Alignment. I mean, maybe it's a little related, but that’s for me to decide 😋. There will be no Vanilla (roleless) players.

Mistborn:

On each Dusk turn (or Cycle 1), a Mistborn can choose to attack someone, and the next Dawn, they will be Wounded (yes, I stole that from Aman). A Wounded player requires 50% of players to vote for their healing before the next Dusk turn to survive. Otherwise, they die at the end of the Dawn.

Elantrian: 

Each Dusk turn, the Elantrian can shield one person against any roles taken against them. The shield lasts for both the Dawn and Dusk turnovers and does not apply to the Assassination. 

Knight Radiant:

Each Dusk turn, the Knight Radiant can target a person to save from the exe. That cycle’s exe will proceed as normal, but the next cycle, the target will not be able to be executed. The same player cannot be targeted more than once in the game. 

Forger:

Each Dawn turn, the Forger can target a person to swap roles with. At the start of the next Dusk, the Forger will have their targets’ role, and their target will become a Forger.

Awakener: 

Each cycle, the Awakener can target a person to block. Any roles that person takes that cycle will not go into effect. The block lasts for both the Dawn and Dusk turnovers and does not apply to the Assassination. 

Feruchemist: 

Each cycle, the Feruchemist can choose to either Store or take an action. If they choose to take an action, they may investigate another player to determine their target for that cycle. They can choose to target as many players per cycle equal to the amount of cycles they have spent Storing plus 1.

Sand Master:

Each Dawn turn, the Sand Master may target a player to stop them from voting the next Dusk turn. 

Other Rules: 

Unlimited PMs. Each PM may be between only two players, however, and must include both the GM (Me) and the IM. They must be titled as: “LG XXX: (sender) - (receiver)”. For example, if Bob sends a PM to Rob: “LG XXX: Bob – Rob".

Edit:

Since I'm only really talking to Araris here, should I maybe move this discussion to a PM with the Game Balance Committee?

 

Is this a Break Tank?

Posted (edited)
7 minutes ago, Hoid Slayer said:

Not supposed to be

pretty sure you could fit the format, if cycles are 1 hour long

wait mb, misread the rules

Edited by TwinStorm
Posted
3 hours ago, Hoid Slayer said:

Updated rules:

  Hide contents

LG ##: The Battle for Everything 

 

At dawn on the last of the final ten days, worldhoppers from around the Cosmere gather in Urithiru. They have been summoned by Evinir Cragborn, an agent of Hoid, to compete for a mysterious boon. But time is running out for the Contest of Champions, and the coming storm will shake the entire Cosmere... forever. 

 

Welcome to LG XXX! This is my first time running an SE game, and I’m excited to share it with all of you!

Factions: 

There are two factions: 

Innocent Worldhoppers are the standard village faction, gathered to try their hand at receiving the cryptic reward. The entire faction wins upon eliminating all 17th Shard Operatives from the game. They do not share a doc, and do not know their allies. 

17th Shard Operatives are the standard elim faction, hired to infiltrate the gathering and capture Hoid. The entire faction wins upon reaching parity with the Innocent Worldhoppers. They share a doc, and know their allies. Additionally, each cycle starting on cycle 2, the 17th Shard Operatives can choose to target one player and Assassinate (NK but minus the Night) them. If multiple 17th Shard Operatives submit different Assassinations, the result will be randomized.

Timekeeping: 

The game takes place over a process of day turns, with no night turns. In world, each cycle is equal to one hour, and the entire game will take place over one morning – so for people who are into RP, the pace is fast.

The breakup of the timing is a little different from most games. Cycle 1 will consist of a single, 48 hour block.

From Cycle 2 onwards, each cycle will be 72 hours long, split into “Dawn” and “Dusk” turns. During the Dawn turn (48 hours) players will vote for an Execution. Votes should be written in RED while any attempts to unvote someone should be in GREEN. At the end of the 48 hours, all votes will be frozen. Additionally, at any point during the Dawn turn, the elim team will be able to submit the Assassination via PM.

The Dusk turn (24 hours) will begin with the Assassination. Players will have 24 hours to make new votes. At the end of the turn, the votes from the Dawn and Dusk turns will add, and the execution will be carried out. In the event of a tie, the victim will be chosen randomly. Exed players will have their role and alignment publicly revealed.

Visual representation:

image.thumb.png.347a85c808c29cc312da7f531f33d213.png

Roles:

Role distribution is unrelated to Alignment. I mean, maybe it's a little related, but that’s for me to decide 😋. There will be no Vanilla (roleless) players.

Mistborn:

On each Dusk turn (or Cycle 1), a Mistborn can choose to attack someone, and the next Dawn, they will be Wounded (yes, I stole that from Aman). A Wounded player requires 50% of players to vote for their healing before the next Dusk turn to survive. Otherwise, they die at the end of the Dawn.

Elantrian: 

Each Dusk turn, the Elantrian can shield one person against any roles taken against them. The shield lasts for both the Dawn and Dusk turnovers and does not apply to the Assassination. 

Knight Radiant:

Each Dusk turn, the Knight Radiant can target a person to save from the exe. That cycle’s exe will proceed as normal, but the next cycle, the target will not be able to be executed. The same player cannot be targeted more than once in the game. 

Forger:

Each Dawn turn, the Forger can target a person to swap roles with. At the start of the next Dusk, the Forger will have their targets’ role, and their target will become a Forger.

Awakener: 

Each cycle, the Awakener can target a person to block. Any roles that person takes that cycle will not go into effect. The block lasts for both the Dawn and Dusk turnovers and does not apply to the Assassination. 

Feruchemist: 

Each cycle, the Feruchemist can choose to either Store or take an action. If they choose to take an action, they may investigate another player to determine their target for that cycle. They can choose to target as many players per cycle equal to the amount of cycles they have spent Storing plus 1.

Sand Master:

Each Dawn turn, the Sand Master may target a player to stop them from voting the next Dusk turn. 

Other Rules: 

Unlimited PMs. Each PM may be between only two players, however, and must include both the GM (Me) and the IM. They must be titled as: “LG XXX: (sender) - (receiver)”. For example, if Bob sends a PM to Rob: “LG XXX: Bob – Rob".

Edit:

Since I'm only really talking to Araris here, should I maybe move this discussion to a PM with the Game Balance Committee?

 

This thread is a good place for this discussion, since it can let folks not on the committee chime in and see what kind of rules folks are coming up with.

I like the new concept. I’m not entirely sure about the cycle times, but I guess anything shorter would start feeling like a QF.

Posted
11 minutes ago, Araris Valerian said:

This thread is a good place for this discussion, since it can let folks not on the committee chime in and see what kind of rules folks are coming up with.

I like the new concept. I’m not entirely sure about the cycle times, but I guess anything shorter would start feeling like a QF.

My concern with cycle times is the pace

I considered making both the “Dawn” and “Dusk” turns 24 hours, but figure that was too fast. 96 hours for an exe is WAY too much. This is an in-between, although there is the possibility of putting the 48 hours on the Dusk instead of Dawn, cause right now, it’s four days until the first NK and that also feels weird.

The other option is to get rid of normal C1 and dive straight into the wacky system.

Posted
6 minutes ago, Hoid Slayer said:

The other option is to get rid of normal C1 and dive straight into the wacky system.

I think this would be the way to go. That way you get the first NK before the first exe, but a lot of votes placed before that first NK happens.

Posted
18 minutes ago, Araris Valerian said:

I think this would be the way to go. That way you get the first NK before the first exe, but a lot of votes placed before that first NK happens.

Alright

Yeah that’s prob the best solution

Posted
3 hours ago, Hoid Slayer said:

My concern with cycle times is the pace

I considered making both the “Dawn” and “Dusk” turns 24 hours, but figure that was too fast. 96 hours for an exe is WAY too much. This is an in-between, although there is the possibility of putting the 48 hours on the Dusk instead of Dawn, cause right now, it’s four days until the first NK and that also feels weird.

The other option is to get rid of normal C1 and dive straight into the wacky system.

doesn't that make one player just die before the game even starts? Seems a bit rude to a player who bothered to take time and commit to playing the game

Posted
16 minutes ago, TwinStorm said:

doesn't that make one player just die before the game even starts? Seems a bit rude to a player who bothered to take time and commit to playing the game

I'm not sure if you're understanding correctly

The first Assassination (NK) in the original rules came at two thirds into cycle 2, or 96 hours (4 days) into the game

Me and Araris felt that was too long and just cut it cycle one

So now, the first death (Assassination) would come two thirds into cycle 1 (48 hours into the game), before the first exe but still two days into the game

Posted
1 hour ago, Hoid Slayer said:

I'm not sure if you're understanding correctly

The first Assassination (NK) in the original rules came at two thirds into cycle 2, or 96 hours (4 days) into the game

Me and Araris felt that was too long and just cut it cycle one

So now, the first death (Assassination) would come two thirds into cycle 1 (48 hours into the game), before the first exe but still two days into the game

oh ok mb

tbf I didn't read too deeply into the rules

will have to later

Posted

Most updated rules:

Spoiler

LG ###: The Battle for Everything 

 

At dawn on the last of the final ten days, worldhoppers from around the Cosmere gather in Urithiru. They have been summoned by Evinir Cragborn, an agent of Hoid, to compete for a mysterious boon. But time is running out for the Contest of Champions, and the coming storm will shake the entire Cosmere... forever. 

 

Welcome to LG ###! This is my first time running an SE game, and I’m excited to share it with all of you!

Factions: 

There are two factions: 

Innocent Worldhoppers are the standard village faction, gathered to try their hand at receiving the cryptic reward. The entire faction wins upon eliminating all 17th Shard Operatives from the game. They do not share a doc, and do not know their allies. 

17th Shard Operatives are the standard elim faction, hired to infiltrate the gathering and capture Hoid. The entire faction wins upon reaching parity with the Innocent Worldhoppers. They share a doc, and know their allies. Additionally, each cycle starting on cycle 2, the 17th Shard Operatives can choose to target one player and Assassinate (NK but minus the Night) them. If multiple 17th Shard Operatives submit different Assassinations, the result will be randomized.

Timekeeping: 

The game takes place over a process of day turns, with no night turns. In world, each cycle is equal to one hour, and the entire game will take place over one morning – so for people who are into RP, the pace is fast.

Each cycle will be 72 hours long, split into “Dawn” and “Dusk” turns. During the Dawn turn (48 hours) players will vote for an Execution. Votes should be written in RED while any attempts to unvote someone should be in GREEN. At the end of the 48 hours, all votes will be frozen. Additionally, at any point during the Dawn turn, the elim team will be able to submit the Assassination via PM.

The Dusk turn (24 hours) will begin with the Assassination. Players will have 24 hours to make new votes. At the end of the turn, the votes from the Dawn and Dusk turns will add, and the execution will be carried out. In the event of a tie, the victim will be chosen randomly. Exed players will have their role and alignment publicly revealed.

Visual representation:

image.thumb.png.b356574491c4dc13364088fd0c532f8b.png

Roles:

Role distribution is unrelated to Alignment. I mean, maybe it's a little related, but that’s for me to decide. There will be no Vanilla (roleless) players.

Mistborn:

On each Dusk turn, a Mistborn can choose to attack someone, and the next Dawn, they will be Wounded (yes, I stole that from Aman). A Wounded player requires 50% of players to vote for their healing before the next Dusk turn to survive. Otherwise, they die at the end of the Dawn.

Elantrian: 

Each Dusk turn, the Elantrian can shield one person against any roles taken against them. The shield lasts for both the Dawn and Dusk turnovers and does not apply to the Assassination. 

Knight Radiant:

Each Dusk turn, the Knight Radiant can target a person to save from the exe. That cycle’s exe will proceed as normal, but the next cycle, the target will not be able to be executed. The same player cannot be targeted more than once in the game. 

Forger:

Each Dawn turn, the Forger can target a person to swap roles with. At the start of the next Dusk, the Forger will have their targets’ role, and their target will become a Forger.

Awakener: 

Each cycle, the Awakener can target a person to block. Any roles that person takes that cycle will not go into effect. The block lasts for both the Dawn and Dusk turnovers and does not apply to the Assassination. 

Feruchemist: 

Each cycle, the Feruchemist can choose to either Store or take an action. If they choose to take an action, they may investigate another player to determine their target for that cycle. They can choose to target as many players per cycle equal to the amount of cycles they have spent Storing plus 1.

Sand Master:

Each Dawn turn, the Sand Master may target a player to stop them from voting the next Dusk turn. 

Other Rules: 

Unlimited PMs. Each PM may be between only two players, however, and must include both the GM (Me) and the IM. They must be titled as: “LG XXX: (sender) - (receiver)”. For example, if Bob sends a PM to Rob: “LG XXX: Bob – Rob".

 

Posted

Idea for an Arcane-themed Quick Fix:

Spoiler

QF ##: Welcome to the Playground 

 

Following years of tension and simmering conflict, the opportunity for peace in Piltover finally presents itself. Thanks to a careful set of negotiations, a conference has been arranged with representatives from both Topside and the Undercity to try to attain peace once and for all. Will they succeed - or only prove that what they seek is truly impossible?

 

Welcome to QF ##! This is my first time running an SE game, and I’m excited to share it with all of you!

Factions:

There are three factions: 

Piltover Diplomats are one half of the standard village faction, hoping to achieve peace for their society. To win, the faction must eliminate all Noxian Spies from the game and simultaneously equal or outnumber the Zaunite Revolutionaries. They share a doc, but may have their ranks compromised by Noxian Spies.

Zaunite Revolutionaries are the other half of the standard village faction, seeking freedom and prosperity for the the Undercity. To win, the faction must eliminate all Noxian Spies from the game and simultaneously equal or outnumber the Piltover Diplomats. They share a doc, but may have their ranks compromised by Noxian Spies.

Noxian Spies are the standard elim faction, tasked with infiltrating the gathering and instigating war between Topside and the Undercity. They win upon reaching parity with the village-aligned players. They share a doc, and have infiltrated the Piltover Diplomats and Zaunite Revolutionaries, also having access to the doc of the faction they have infiltrated.

Timekeeping: 

The game takes place over a process of 24-hour day turns, with no night turns.

Each day, players will vote for an Execution. Votes should be written in RED while any attempts to unvote someone should be in GREEN. In the event of a tie, the victim will be chosen randomly. Exed players will have their role and alignment publicly revealed.

Additionally, each day, the Noxian Spies will be able to submit a Night Kill, targeting a player of their choice, that will be dead the following morning. In the case of multiple Night Kills targeting different players, the target will be chosen randomly.

Finally, Items will be able to be used each day.

Items:

Each cycle, a limited amount of each Item will be distributed randomly amongst the players eligible to receive it. Items do not need to be used the cycle they are received, but a player who holds an Item will not be eligible to randomly  receive any more until they use it.

Shimmer:

Eligibility: Zaunite Revolutionaries

Ability: The user may select a single target. That player will be Wounded, requiring one third of living players to vote for them the following cycle or die. While Wounded, the player will not be able to carry out any actions, including using equipment nor submitting a Night Kill.

If two players use Shimmer on the same target the same turn, they will require half of living players to vote for them or die, and if three players select the target, they will require two thirds of votes to survive.

Any more than three uses on the same target on the same turn will not have any additional effect.

Hextech:

Eligibility: Piltover Diplomats

Ability: The user may select a single target. The user will be able to see the target’s history of actions (exempting the Night Kill) as well as any Items they currently hold.

If two users use Hextech on the same target the same turn, the target will have their history of actions and equipment publicly revealed, and if three players select the target, they will have a permanent +1 vote added to them.

Any more than three uses on the same target on the same turn will not have any additional effect.

Other Rules: 

Unlimited PMs. Each PM may be between only two players, however, and must include both the GM (Me) and the IM. They must be titled as: “LG XXX: (sender) - (receiver)”. For example, if Bob sends a PM to Rob: “LG XXX: Bob – Rob".

 

  • 3 weeks later...
Posted

So, this is my first time seriously considering GMing, and I have only the most basic of idea:

A MR or LG: every day and every night there's an execution, but during the day it's weighted (unsure how this'll work) toward the village's favor, and the night's against. The vote count is hidden, and the elim team can request an edit made to a post the day or night earlier (this is the part I'm unsure about). Any help would be appreciated!

Posted
8 minutes ago, ThatOneWorldhopper said:

So, this is my first time seriously considering GMing, and I have only the most basic of idea:

A MR or LG: every day and every night there's an execution, but during the day it's weighted (unsure how this'll work) toward the village's favor, and the night's against. The vote count is hidden, and the elim team can request an edit made to a post the day or night earlier (this is the part I'm unsure about). Any help would be appreciated!

Hmm

Have you signed up for a slot? (If you haven’t I suggest you do cause those things take forever to roll around)

How would you weight the exes?

I don’t love the idea of the post edit just cause I feel like not that many people look through old posts anyway and anything big enough to help the elims cause would def be noticed

So it’d just be a weird confusion device

Posted
48 minutes ago, ThatOneWorldhopper said:

So, this is my first time seriously considering GMing, and I have only the most basic of idea:

A MR or LG: every day and every night there's an execution, but during the day it's weighted (unsure how this'll work) toward the village's favor, and the night's against. The vote count is hidden, and the elim team can request an edit made to a post the day or night earlier (this is the part I'm unsure about). Any help would be appreciated!

The night execution sounds like a neat idea! Are you thinking that there would still be an elim kill during the night as well? If so, make sure you account for the lack of control this will give to the elims. Perhaps another implementation would be to have the weighting for the exe alternate between even and odd cycles.

I would caution you against mechanics that can be worked around with nothing but extra effort from players. For example, rather than having a hidden VC, it's probably better to have a "pre-weight" VC or something so players don't have to work as hard to keep track of things. Similarly, I don't think a post editing mechanic would be very good, since players could work around it in a variety of ways that would just make extra work for everyone.

Another potential issue is that our games these days are in the 10-12 player range, so adding an extra kill every cycle will mean that things won't last too long. There are of course a few ways to deal with this.

If you get things fleshed out more then I'd suggest using one of the recent LG rule docs as a template and writing everything out in detail.

Posted (edited)
10 hours ago, Hoid Slayer said:

Hmm

Have you signed up for a slot? (If you haven’t I suggest you do cause those things take forever to roll around)

How would you weight the exes?

I don’t love the idea of the post edit just cause I feel like not that many people look through old posts anyway and anything big enough to help the elims cause would def be noticed

So it’d just be a weird confusion device

The point of the post edit was so that the vote count could be public, but the village can't trust it. Maybe if I had them able to edit the vote count in the writeup and had all voting done through PM's?

Edited by ThatOneWorldhopper
Posted (edited)
4 hours ago, Ookla the Hoppy said:

The point of the post edit was so that the vote count could be public, but the village can't trust it. Maybe if I had them able to edit the vote count in the writeup and had all voting done through PM's?

Even if you have voting done through PMs, the village can just say who they are voting for in the thread.

Some of your ideas might work better in a blackout game, where some of the rules are kept secret.

Edit: @DrakeMarshall, Aeoryi doesn't want the game, so you can take it.

Edited by Araris Valerian
Posted
5 hours ago, Araris Valerian said:

Even if you have voting done through PMs, the village can just say who they are voting for in the thread.

Some of your ideas might work better in a blackout game, where some of the rules are kept secret.

Edit: @DrakeMarshall, Aeoryi doesn't want the game, so you can take it.

I was considering doing a blackout game. 

What format should I sign up for?

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